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Karma is, philosophically, the principle of cause and effect, with not only the effects of your actions but also your intentions that are taken into account measured in "Karma points". The stronger an intention or action has, the more Karma points you gain or lose.

It is classified by three types: good, neutral, and evil. Players always start a new game with 0 Karma points (neutral Karma). People will behave differently toward you depending on your Karma, and it's also a factor to unlock certain dialogue options or being able to do something specific.

In Fallout, Karma is simply named "general reputation" (but have the same function as Karma in other Fallout games) and reputation titles appeared.

In Fallout 2, what was originally called "general reputation" is renamed to Karma, reputation titles are kept and a new stat called "Reputation" is added, acting as a measurement of how you are perceived in various places.

In Fallout Tactics, reputation titles and reputation are removed, only Karma is kept. Also, a new specific stat called "rank" is added, indicating your rank in the Brotherhood of Steel.

In Fallout 3, although Karma is measured in points, the player never gets to see a numerical karmic value, only the status and the title.

In Fallout: New Vegas, Karma is kept (like Fallout 3, the player never gets to see a numerical karmic value) and reputation returned, and acting now as a measurement of how you are perceived by various factions and towns.

In Fallout 4, Karma is not present but rather an approval rating with companions which works on a similar level.